BackAlleyBrawler

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  1. Quote:
    Originally Posted by Eva Destruction View Post
    Storm summoning uses two different palettes, so using "copy all colors" will only copy to the powers that use that palette.
    It will pick the closest color if doesn't exist in the palette the theme uses.

    That might cause problems with changes to power customization sticking, but so far we haven't been able to reproduce it internally.
  2. Quote:
    Originally Posted by Techbot Alpha View Post
    Oh GOD NO...please tell me that's not true....
    [Crashing Facepalm]

    Snap Shot on Corruptors is still broken animation wise, definitely on female models, haven't tried it on male models yet.
    It's still not fixed? Hang on a sec...try now
  3. Quote:
    Originally Posted by silversword437 View Post
    Archetype: Corrupter
    Primary Powerset/Secondary Powerset: Energy Blast/Storm
    Themes' chosen: Color Tintable (for storm)
    Bug Description: The colors for Storm have been bugged since character creation. Freezing Rain and Snow Storm are fine for some reason, but every other color I have customized comes out as grayish/white when I activate it.

    This is Steamy Mist and Gale.


    When I go to the tailors, every power but Freezing Rain and Snow Storm look colored gray in the circles to the left like they would for a default power. But when I click on them, they suddenly switch to being colored a bright red/red.

    I would screenshot this... but I dont know how to make a screenshot while in a the tailor screen.

    Recoloring them and exiting the tailor does nothing, returning them to default animation and back does nothing as well.
    Have not been able to repro this. All of the powers in Storm Control seem to be accepting colors as expected. Both in the power customization screen and in game.

    Are you sure you've set those powers to use a customizable theme? Do you have the influence to pay for the changes? Etc
  4. Quote:
    Originally Posted by Monkey_King View Post
    Oh! It's a different model entirely. I thought Lava was just a texture applied to the original stone gloves. It was like that for the longest time in beta, I thought that's how it was supposed to look.
    Nope, I figured out a method for applying different FX Geometry to the different player types, rather than slapping whatever was big enough for the Huge model on everyone else.
  5. Quote:
    Originally Posted by macskull View Post
    ...

    So how many merits will the Hami raid be increased to as compensation for the increased difficulty and frustration factor?

    This post may seem a bit angry (that's not my intent, by the way), but I'm really curious and even a bit frustrated that things not working like they should is considered "ok" (see also: normalization of ATs in PvP). I believe it was either I13 or I14 when Chain Lightning broke, and as a result some of the Justice raid regulars simply stopped going to raids, or raids just didn't happen. The damage isn't the annoying part, it's the constant end drain and fear effect that is. It's bad enough heroside, I think we ran one redside raid while it was broken and it was quite frustrating.
    For what it's worth, the original design intent for the Blue mitos was that they would be very disruptive to clumps of players...to the point where they could not be ignored. In that regards, your description sounds like it's actually closer to the original intent...but I haven't really kept track with all of the tweaks and changes to those powers since inception.
  6. Quote:
    Originally Posted by Vanden View Post
    Remember? Remember what you said in this post here? I still wanna know!
    It's already been said, but close to a year and a half after the feature was green-light. I couldn't tell you how exactly much of that period of time went into actual work on power customization. It was more start-stop as the tech was created around it, and we had to work on content for other issues. But, I believe our first working prototype powers were for Fire Blast and according to the revision history, that goes back as far as 5/15/2008.

    There was also time spent on creating and refining tools and scripts to process the monstrous amount of data before we even dug in and started manipulating that data by hand. One of our programmers wrote a python script that parsed through power definitions, collected all of the animation/FX scripts associated with each power, dug in those and found all of the FX scripts and all of the particle scripts, copied everything over to a separate location (where they could be changed without affecting the original FX/Particle scripts), and renamed/relinked all of these things. That script alone made this feature possible. It took me literally about a week to manually prepare a single powerset consisting of 9 powers while the script could crunch through an entire Archetype in a matter of minutes.

    Ultimately, we ended up with 1,200+ customizable powers (counting duplicates across multiple ATs), 2400+ FX scripts, and 6,700+ particle scripts. Every single one of which was at one point edited by hand.

    As a feature, it's got a much longer history than even that. I did a lot of fruitless experimentation around the same time as weapon customization. There's also some code in the FX script for hue shifting that pre-dates Issue 8 (when I started). I don't know all of the reasons why Cryptic didn't want to move forward with it at that time or when exactly they made that decision, but ultimately we ended up taking a very different approach to the whole system.

    [edit]I should have thought about this before, but all the work with the power FX/particle scripts was only one portion of this whole system. There was also design work done in terms of what the experience of customizing powers should be like, what the costs would be, how the interface would work, lots of back end work to store that data on characters, get those customized FX from the server to everyone's client, and of course the whole power customization window interface integrated into the new character creation workflow. Every player power definition was updated to reference these new visual FX scripts, we got new blend modes for the particle system to make using the 'dark' themes more intuitive, work was done to make customized FX work in demorecords, the list goes on and on. All together there were a half dozen people who contributed a serious amount of work into this system and as we approached the launch of I16 many more joined the effort to get it birthed.

    And we've only done primary and secondary powers.
  7. Quote:
    Originally Posted by Dr. Overdose View Post
    I am also seeing this on the Jack Frost on my troller. is it fixed there as well?
    It's the same VFX as used by players. So, yes.
  8. Quote:
    Originally Posted by Monkey_King View Post
    Stone Melee: The Lava and Crystal "gloves" are scaled too small on female models. The Original and Color Tintable "gloves" are normal size, though. I know you fixed this bug at least once during beta, but it's back again.
    I just looked at them, and they're scaled appropriately for the female model.

    Quote:
    Originally Posted by BurningBear View Post
    * Prestige Power Slide uses the running animation half the time

    * Air Superiority is no longer stopping fliers from flying. They knock up and fly away.
    Most of the issues with sliding animations should be fixed in the next patch. Let me know if there are any outliers I missed.

    Bit disturbed by reports of issues with knockback and flight mode. Will be looking into that today.

    Quote:
    Originally Posted by Rodion View Post
    Snap Shot doesn't animate properly for defenders with TA/Archery.

    Tanker Ice Melee/Ice Sword has a weird animation artifact on the sword that juts out at a 90 degree angle from the hilt on occasion, when you select the Ice Sword power customization.
    Both known issues and already fixed in next update.

    Quote:
    Originally Posted by GibberingLunatic View Post
    Just heard this in Pocket D on Virtue, something about cardtrick on female shapes distorting it to a male frame for the animation. Testing now.
    Cardtrick - Female bug confirmed...
    Number of known issues with the cardtrick and juggle emotes. All should be resolved in the next update.

    Quote:
    Originally Posted by Fulmens View Post
    I recolored all my Sonic stuff to pale grey, cause I'm lame like that. The ally shields, once cast, still show up as the original orange.
    We'll take a look at it.
  9. Quote:
    Originally Posted by Grae Knight View Post
    That, good sir...is going to be my new desktop background for a while.
  10. Quote:
    Originally Posted by Chantress View Post
    Prepare to take forever to level up toons and be able to buy things for your toons.
    Wouldn't it be awesome if it you actually spent forever leveling up a character? As in literally forever? How awesome would the game have to be if for you to be willing to play it forever. And how super awesome would it that Death itself wouldn't be able to stop watching you play over your shoulder long enough to tote your soul off into the afterlife. You'd be immortal and entertained!

    Although, I suppose if you're more cynical you could view it as some kind of eternal punishment. IE, replace the fire and pitchforks with an uncomfortable chair and an eternal climb to ding level 50 in CoH (undoubtedly on a really bad PUG).

    (This post is all in good fun, and I truly regret that you feel the leveling pace of the game has become too slow for your tastes)
  11. BackAlleyBrawler

    COH Mythbusters

    Two that I can think of:
    • That Feature X will lead to the numer of subscribers reaching WoW levels.
    • That Change Y will lead to a mass exodus days after it goes live.
  12. Quote:
    Originally Posted by GibberingLunatic View Post
    anyway yeah, I think they just had it at a very low poly-mesh for the terrain features and upped the polys for the ground to smooth them out some. Was annoying but with the higher polys it can also make some older machines lag. But at least the tradeoff is also slightly better ground geo and better looking terrain.
    No! Bad! Standard code rant!

    FYI, the tool that processes geometry exported into the game had a bug, and anything that was exported as an editable mesh rather than an editable polygon (go look it up if you want to know) didn't preserve the smoothing groups (again...go look it up)

    Zero impact on performance.
  13. Quote:
    Originally Posted by Smash_Zone View Post
    So, long story short, I got a nasty computer virus and I'm going to wipe windows soon. Before I do the wipe, I wanted to grab a couple of things from my computer first to keep so they aren't lost entirely.

    Now, City of Heroes is obviously a big thing to just copy over, so I wanted to copy my entire City of Heroes game folder onto a CD for later use, so I don't have to go through with installing all the patches all over again.

    Is copying the game to a CD legal? It's for personal use only so I can start off with all the neat Issue 16 goodies. My current City of Heroes CD is old-ish, and is only up to Issue 8. With the backup CD, I won't have to wait for the obnoxiously slow CoH updater to download Issues 9 through 16.
    Seeing as how the client is essentially free to download, I can't see how this wouldn't be legal.

    You'll be fine. We won't tell anyone.
  14. Quote:
    Originally Posted by Obscure Blade View Post
    I understand that they were going to fix the bug that made much of the landscape look faceted, and it seems fixed most places unless my memory is deceiving me. But in the Mercy Snake caves all that rock and debris still has the faceted look.
    Fixing the bug required re-exporting all of the affected geometry. Likely some of it just go missed.

    Let us know the mission, preferably with a /loc and we should be able to get those fixed pretty easily.
  15. Quote:
    Originally Posted by Lobster_NA View Post
    I second the on the ball bit, but I shift my blame entirely to the broken devdigest, which renders the form almost useless for my current needs.
    Erm, the dev digest (and community digest) has been working for a while now. Even has an RSS feed.
  16. Quote:
    Originally Posted by TheJazMan View Post
    Ah well. I guess these types of changes are easier and quicker. Who knows.
    AHHAHAHAHAHAHAHA-HAHAHAHAHAHAAH-HAHAHAHAHAHAH

    No.
  17. Quote:
    Originally Posted by GibberingLunatic View Post
    BABs, I would also like to point out a small animation error thats right up your alley that is reproducable on live. With the Merc MasterMind powerset, the "Medic's" gizmo that he holds floats in mid air when he uses it. Happens every time and also happens on test. Any news on this glitch?

    (basically his hand moves, the device does not and hangs in the air as well after use for a good second)

    Oh, and one more thing... We should get at least one free tailor session as well seeing how this makes massive changes to the tailor and the things we can do there. (so it doesn't end up costing a arm and a leg....)
    I could have sworn I already fixed that, but I'll take another look.

    As for free tailor tokens, my understanding is they plan to hand out 1 for each costume slot on Friday. Free tailor sessions, respecs, etc are not part of an issue or patch, that's something that's granted by Ops (I believe they have scripts they run on the database servers). They're probably waiting until the new issue is fully installed and working before handing those out.
  18. Quote:
    Originally Posted by ShadowsBetween View Post
    It seems likely. I'd be a little disappointed if this is the case though, there are still some fairly serious bugs running loose. Mostly because we've seen how likely it is that they'll be swiftly dealt with once the build goes live. (The various chat bugs and the glitches with character bios, for example.) And while I really like the new graphics options for some power sets (the alternate Spines and Stone Armors, for example) there are some issues with the new models that look really, really awful and aren't currently fixed on Test. (The metal Spines float behind the left leg of a female character, and in front of *both* legs of anyone using the Monster legs, and there's some weird issues with Ice Swords.)
    I'm not sure if I would classify some misaligned FX geometry as a "fairly serious bug". However, both the female version of the metal spines and the misaligned FX for Ice Sword have already been fixed, they just haven't made it into a build yet.

    The issue with the monstrous legs is a bit more difficult, and we're exploring some solutions that wouldn't require removing all of the spine geos below the knee.
  19. BackAlleyBrawler

    The Blue Walls

    Quote:
    Originally Posted by Olantern View Post
    Wasn't there originally going to be a mechanic involving swimming from island to island? I remember that in an early discussion of the Rogue Isles, one dev (Jack Emmert?) said that one way to get from place to place was "plain old swimming." More recently, another dev (Back Alley Brawler, I think) explained that there were originally going to be sharks surrounding the Isles that would attack swimmers. This is why he's appeared on Test a couple of times as a shark.
    Up until it was determined that because sharks couldn't leave the water that players would undoubtedly herd them up, lead them back to the beach, and then slaughter them for risk-free XP.

    The idea of a ranged attack was kicked around, but after the friggin' lasers was veto'd that whole project lost a lot of steam.
  20. For those of you with Stone Armor characters, how attached are you to the current appearance of "Granite Armor"? There are a number of issues with Granite Armor that could be elegantly solved by changing the VFX of the power into something more akin to the other armor toggles in the set. IE, your player model and costume wouldn't go away, there would just be a new set of 'Granite' armor pieces overlaid.

    I haven't made any decision to do this, it's just one of the options for dealing with the multiple issues we have with Granite Armor and I wanted to get a sense of how many of you guys wouldn't be able to adapt to a change like this.

    Before anyone asks, no...we couldn't have it both ways.
  21. Quote:
    Originally Posted by Zekiran_Immortal View Post




    From what I remember, that wasn't a game bug, that was the result of some hacking. Those players ended up getting banned
  22. scratch that.

    After a brief conversation with War Witch, she's informed me that stores/trainers don't work like regular 'contacts' and thus can't have names or bios.
  23. Must still a bit sick, cause I read the subject of this thread as "Weakly 4 year old shot..."

    My first thought was, "That's horrible!" Followed shortly by, "Why is this posted in the 'For Fun!' section?"
  24. Quote:
    Originally Posted by Aisynia View Post
    Like the kind you can assign to NPCs in the MA.. emotes that would allow you to stand in a neutral position while holding your weapon out without being in combat mode.

    Do want.
    This unfortunately can't work. Player emotes work different from NPC 'emotes' (internally they're called AnimLists) in a crucial way that makes it possible for NPCs to have a custom weapon or custom shield visible
  25. Quote:
    Originally Posted by Wassy View Post
    Anyone else think BABs let her win just to get her on top?
    Wouldn't you?

    I mean...uh...no, it was a fair fight